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How to sell game in U.S.?

Started by November 18, 2005 07:32 AM
3 comments, last by frob 19 years ago
I from China ,I wanna make money in U.S. I wanna make a IGAME. How about distribution and charge? what is your suggestion AND present way to sell game?
If it is your first title, I would advise distributing it through your own website. Pay for advertisement on other websites that you think your target audience might frequent. When the game is completed, you also might post it in the "Your Annoucements" forum.

Good luck.
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Whoisdoingthis.com - my stupid website about warning labels.
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Quote: Original post by ChemicalImbalance
If it is your first title, I would advise distributing it through your own website. Pay for advertisement on other websites that you think your target audience might frequent. When the game is completed, you also might post it in the "Your Annoucements" forum.

Good luck.


good! Are there anything else way to distribute game ?

I think you should make a couple of games, release them as freeware/shareware before getting into making commercial games.

-Zubair-
Amps
Quote: Original post by derek7
Quote: Original post by ChemicalImbalance
If it is your first title, I would advise distributing it through your own website. Pay for advertisement on other websites that you think your target audience might frequent. When the game is completed, you also might post it in the "Your Annoucements" forum.

Good luck.


good! Are there anything else way to distribute game ?


That was probably the best advice in your situation.

There are many other ways to distribute your game. What you choose depends on the quality of your game, the target audience, and the amount of money you have.

With very few exceptions, the cutoff is:
* Five or more team members
* Budget was over a half-million USD
* Minimum of a decade of professional experience

If you are under the cutoff, you are best with distributing it on your own website, and online advertising. The earlier comment about doing it all yourself is the best advice.

Once you cross that boundary you can generally get professional publishers and distribution through them.

Very rarely somebody will get lucky (like Counter Strike) but it is usually an accident, and they started through web advertising. Some people have managed to bypass the "five or more team members", such as Chris Sawyer. Chris was involved in game development for 10 years and six major games before his first big personal game, Transport Tycoon. He had a significant budget and a publisher (Microprose) for the game, so keep that in consideration.

frob.

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